WIP Make shadows visible for Storm delegate #80

Closed
Vasyl Pidhirskyi wants to merge 16 commits from Vasyl-Pidhirskyi/blender_bn:BLEN-469 into hydra-render

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
9 changed files with 162 additions and 2 deletions

View File

@ -5,6 +5,7 @@
#include <bitset>
#include "DNA_light_types.h"
#include "DNA_scene_types.h"
#include "BLI_set.hh"
@ -238,6 +239,39 @@ void HydraSceneDelegate::clear()
view3d = nullptr;
}
bool HydraSceneDelegate::has_shadows()
{
bool has_shadows = false;
DEGObjectIterSettings settings = {0};
settings.depsgraph = depsgraph;
settings.flags = DEG_OBJECT_ITER_FOR_RENDER_ENGINE_FLAGS;
DEGObjectIterData data = {0};
data.settings = &settings;
data.graph = settings.depsgraph;
data.flag = settings.flags;
ITER_BEGIN (DEG_iterator_objects_begin,
DEG_iterator_objects_next,
DEG_iterator_objects_end,
&data,
Object *,
object)
{
if (object->type == OB_LAMP) {
Light *light = (Light *)object->data;
has_shadows |= light->mode & LA_SHADOW;
if (has_shadows) {
break;
}
}
}
ITER_END;
return has_shadows;
}
pxr::SdfPath HydraSceneDelegate::prim_id(ID *id, const char *prefix) const
{
/* Making id of object in form like <prefix>_<pointer in 16 hex digits format> */

View File

@ -90,6 +90,7 @@ class HydraSceneDelegate : public pxr::HdSceneDelegate {
void populate(Depsgraph *depsgraph, View3D *v3d);
void clear();
bool has_shadows();
private:
pxr::SdfPath prim_id(ID *id, const char *prefix) const;

View File

@ -3,11 +3,15 @@
#include "light.h"
#include <pxr/base/gf/frustum.h>
#include <pxr/imaging/hd/light.h>
#include <pxr/imaging/hd/tokens.h>
#include <pxr/imaging/hdx/shadowMatrixComputation.h>
#include <pxr/imaging/hdx/simpleLightTask.h>
#include <pxr/usd/usdLux/tokens.h>
#include "DNA_light_types.h"
#include "DNA_scene_types.h"
#include "BLI_math_rotation.h"
@ -15,6 +19,48 @@
namespace blender::io::hydra {
class ShadowMatrix : public pxr::HdxShadowMatrixComputation {
public:
ShadowMatrix()
{
_frustum = pxr::GfFrustum();
}
std::vector<pxr::GfMatrix4d> Compute(const pxr::GfVec4f &viewport,
pxr::CameraUtilConformWindowPolicy policy) override
{
return {_frustum.ComputeViewMatrix() * _frustum.ComputeProjectionMatrix()};
}
std::vector<pxr::GfMatrix4d> Compute(const pxr::CameraUtilFraming &framing,
pxr::CameraUtilConformWindowPolicy policy) override
{
return {_frustum.ComputeViewMatrix() * _frustum.ComputeProjectionMatrix()};
}
void set_projection_type(const pxr::GfFrustum::ProjectionType projection_type)
{
_frustum.SetProjectionType(projection_type);
}
void set_near_far(const float near_dist, const float far_dist)
{
_frustum.SetNearFar(pxr::GfRange1d(near_dist, far_dist));
}
void set_transform(const pxr::GfMatrix4d &transform)
{
_frustum.Transform(transform);
}
void set_window(const float x, const float y)
{
_frustum.SetWindow(pxr::GfRange2d(pxr::GfVec2d(-x, -y), pxr::GfVec2d(x, y)));
}
pxr::GfFrustum _frustum;
};
LightData::LightData(HydraSceneDelegate *scene_delegate,
Object *object,
pxr::SdfPath const &prim_id)
@ -92,9 +138,44 @@ void LightData::init()
prim_type_ = prim_type(light);
write_shadow_params();
write_transform();
}
void LightData::write_shadow_params()
{
/* Shadow section, only Sunlight is supported.
we verified if any of light's shadow is turned on, if yes shadow task will be added*/
Light *light = (Light *)((Object *)id)->data;
bool use_shadow = (light->mode & LA_SHADOW) && light->type == LA_SUN;
data_[pxr::HdLightTokens->hasShadow] = use_shadow;
if (!use_shadow) {
return;
}
pxr::HdxShadowParams shadow_params = pxr::HdxShadowParams();
/* ShadowMatrix class is used to calculates shadow matrix from light frustum.*/
ShadowMatrix *shadow_matrix = new ShadowMatrix();
shadow_matrix->set_near_far(0.1, light->cascade_max_dist);
shadow_matrix->set_transform(gf_matrix_from_transform(((Object *)id)->object_to_world));
/* SetWindow sets size of projected shadow texture texture in
the approximate value is calculated using sun_angle property
180 degrees is window size 1000 by 1000 */
shadow_matrix->set_window(light->sun_angle * 0.5f / M_PI * 1000,
light->sun_angle * 0.5f / M_PI * 1000);
shadow_matrix->set_projection_type(pxr::GfFrustum::Orthographic);
shadow_params.enabled = use_shadow;
shadow_params.resolution = scene_delegate_->scene->eevee.shadow_cascade_size;
shadow_params.shadowMatrix = pxr::HdxShadowMatrixComputationSharedPtr(shadow_matrix);
shadow_params.bias = -1.0 * light->bias;
shadow_params.blur = light->cascade_fade;
data_[pxr::HdLightTokens->shadowParams] = shadow_params;
data_[pxr::HdLightTokens->shadowCollection] = pxr::HdRprimCollection(
pxr::HdTokens->geometry, pxr::HdReprSelector(pxr::HdReprTokens->refined));
}
void LightData::insert()
{
ID_LOGN(1, "");
@ -123,9 +204,15 @@ void LightData::update()
bits = pxr::HdLight::AllDirty;
}
else if (id->recalc & ID_RECALC_TRANSFORM) {
if (light->mode & LA_SHADOW) {
init();
bits = pxr::HdLight::AllDirty;
}
else {
write_transform();
bits = pxr::HdLight::DirtyTransform;
}
}
if (bits != pxr::HdChangeTracker::Clean) {
scene_delegate_->GetRenderIndex().GetChangeTracker().MarkSprimDirty(prim_id, bits);
ID_LOGN(1, "");

View File

@ -30,6 +30,7 @@ class LightData : public ObjectData {
void remove() override;
void update() override;
void write_shadow_params();
pxr::VtValue get_data(pxr::TfToken const &key) const override;
protected:

View File

@ -146,6 +146,9 @@ pxr::HdTaskSharedPtrVector Engine::tasks()
#endif
}
res.push_back(light_tasks_delegate_->simple_task());
if (hydra_scene_delegate_->has_shadows()) {
res.push_back(light_tasks_delegate_->shadow_task());
}
}
res.push_back(render_task_delegate_->task());
return res;

View File

@ -48,6 +48,7 @@ void FinalEngine::render()
render_task_delegate_->set_viewport(pxr::GfVec4d(0, 0, width, height));
if (light_tasks_delegate_) {
light_tasks_delegate_->set_viewport(pxr::GfVec4d(0, 0, width, height));
light_tasks_delegate_->set_shadows(hydra_scene_delegate_->has_shadows());
}
RenderResult *rr = RE_engine_get_result(bl_engine_);

View File

@ -14,6 +14,8 @@ LightTasksDelegate::LightTasksDelegate(pxr::HdRenderIndex *parent_index,
GetRenderIndex().InsertTask<pxr::HdxSimpleLightTask>(this, simple_task_id_);
skydome_task_id_ = GetDelegateID().AppendElementString("skydomeTask");
GetRenderIndex().InsertTask<pxr::HdxSkydomeTask>(this, skydome_task_id_);
shadow_task_id_ = GetDelegateID().AppendElementString("shadowTask");
GetRenderIndex().InsertTask<pxr::HdxShadowTask>(this, shadow_task_id_);
CLOG_INFO(LOG_HYDRA_RENDER, 1, "%s", simple_task_id_.GetText());
CLOG_INFO(LOG_HYDRA_RENDER, 1, "%s", skydome_task_id_.GetText());
@ -30,6 +32,9 @@ pxr::VtValue LightTasksDelegate::Get(pxr::SdfPath const &id, pxr::TfToken const
else if (id == skydome_task_id_) {
return pxr::VtValue(skydome_task_params_);
}
else if (id == shadow_task_id_) {
return pxr::VtValue(shadow_task_params_);
}
}
return pxr::VtValue();
}
@ -39,6 +44,11 @@ pxr::HdTaskSharedPtr LightTasksDelegate::simple_task()
return GetRenderIndex().GetTask(simple_task_id_);
}
pxr::HdTaskSharedPtr LightTasksDelegate::shadow_task()
{
return GetRenderIndex().GetTask(shadow_task_id_);
}
pxr::HdTaskSharedPtr LightTasksDelegate::skydome_task()
{
/* Note that this task is intended to be the first "Render Task",
@ -58,6 +68,23 @@ void LightTasksDelegate::set_camera(pxr::SdfPath const &camera_id)
skydome_task_params_.camera = camera_id;
GetRenderIndex().GetChangeTracker().MarkTaskDirty(skydome_task_id_,
pxr::HdChangeTracker::DirtyParams);
GetRenderIndex().GetChangeTracker().MarkTaskDirty(shadow_task_id_,
pxr::HdChangeTracker::DirtyParams);
}
void LightTasksDelegate::set_shadows(bool const &enable_shadows)
{
if (simple_task_params_.enableShadows == enable_shadows) {
return;
}
shadow_task_params_.depthBiasEnable = true;
simple_task_params_.enableShadows = enable_shadows;
GetRenderIndex().GetChangeTracker().MarkTaskDirty(simple_task_id_,
pxr::HdChangeTracker::DirtyParams);
GetRenderIndex().GetChangeTracker().MarkTaskDirty(shadow_task_id_,
pxr::HdChangeTracker::DirtyParams);
}
void LightTasksDelegate::set_viewport(pxr::GfVec4d const &viewport)

View File

@ -4,6 +4,7 @@
#pragma once
#include <pxr/imaging/hd/sceneDelegate.h>
#include <pxr/imaging/hdx/shadowTask.h>
#include <pxr/imaging/hdx/simpleLightTask.h>
#include <pxr/imaging/hdx/skydomeTask.h>
@ -19,14 +20,18 @@ class LightTasksDelegate : public pxr::HdSceneDelegate {
pxr::HdTaskSharedPtr simple_task();
pxr::HdTaskSharedPtr skydome_task();
pxr::HdTaskSharedPtr shadow_task();
void set_camera(pxr::SdfPath const &camera_id);
void set_viewport(pxr::GfVec4d const &viewport);
void set_shadows(bool const &enable_shadows);
private:
pxr::SdfPath simple_task_id_;
pxr::SdfPath skydome_task_id_;
pxr::SdfPath shadow_task_id_;
pxr::HdxSimpleLightTaskParams simple_task_params_;
pxr::HdxRenderTaskParams skydome_task_params_;
pxr::HdxShadowTaskParams shadow_task_params_;
};
} // namespace blender::render::hydra

View File

@ -227,6 +227,7 @@ void ViewportEngine::render()
render_task_delegate_->set_viewport(viewport);
if (light_tasks_delegate_) {
light_tasks_delegate_->set_viewport(viewport);
light_tasks_delegate_->set_shadows(hydra_scene_delegate_->has_shadows());
}
render_task_delegate_->add_aov(pxr::HdAovTokens->color);